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lua causing compiler limit : internal structure overflow?
I noticed that when I add a bunch of module definitions to my Engine, I start to get these messages:
c:\Program Files\Microsoft Visual Studio .NET\Vc7\include\boost\type_traits\is_class.hpp(121): fatal error C1204: compiler limit : internal structure overflow
what is causing this? Is there some way I can prevent this from happening? I anticipate I will need to add many more module definitions to the system...
thanks all
neko
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try to do a clean build if that doesn''t work then in your project sesttings under C/C++ | Command line, add /Zm 200 (if that still doesn''t work just increase that number).
I tried that.Its not out of heap space. Its complaining about a boost file, which is used by lua. Is it possible that I have too many modules defined? (I am currently defining about 15)
Is there a way to fix thi? I still need to declare many more modules. Hope I havent hit some theoretical limit.
Is there a way to fix thi? I still need to declare many more modules. Hope I havent hit some theoretical limit.
What is a "module"?
We have 544 project libraries and > 15000 files in our workspace. Visual Studio chugs a bit, but it keeps going.
The error you''re getting is about some specific use of some feature, where they have a compiler bug. Try re-formulating that code a bit to not tickle the bug.
We have 544 project libraries and > 15000 files in our workspace. Visual Studio chugs a bit, but it keeps going.
The error you''re getting is about some specific use of some feature, where they have a compiler bug. Try re-formulating that code a bit to not tickle the bug.
quote: Original post by nekoflux
I noticed that when I add a bunch of module definitions to my Engine, I start to get these messages:
c:\Program Files\Microsoft Visual Studio .NET\Vc7\include\boost\type_traits\is_class.hpp(121): fatal error C1204: compiler limit : internal structure overflow
what is causing this? Is there some way I can prevent this from happening? I anticipate I will need to add many more module definitions to the system...
From luabind faq:
quote:
Internal structure overflow in VC
If you, in visual studio, get fatal error C1204: compiler limit : internal structure overflow. You should try to split that compilation unit up in smaller ones.
HTH
hplus:
sorry, I was a bit vague in my previous posts. By "Module", i mean the boost definition that registers a c++ class with lua.
eg:
I think having too many of these in a single file is causing the problem...
-N
sorry, I was a bit vague in my previous posts. By "Module", i mean the boost definition that registers a c++ class with lua.
eg:
module(luaVM) [ class_<CLogManager>("CLogManager") .def(constructor<>()) .def("log", &CLogManager::addApplicationEntry) ];
I think having too many of these in a single file is causing the problem...
-N
thanks LED
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now for the gargantuan mess of trying to restructure the code
such that its split up into 2 files. ugh.
![](smile.gif)
now for the gargantuan mess of trying to restructure the code
such that its split up into 2 files. ugh.
Ok, so Im in the process of moving the module definitions for each class into the class itself. But it doesnt seem to work, in that I get linking errors. Do any of you folks have a simple example that shows how to declare modules across a few classes, using a shared Lua_state object? I''m trying to figure out the best way to restrucure the code such that i can spread out the modules across compilation units but it doesnt seem to be working; any advice would be helpfull
damnit, and everything was working so well before this mess too..
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thank god for cvs
damnit, and everything was working so well before this mess too..
![](sad.gif)
thank god for cvs
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